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Question by samanime · May 02, 2018 at 12:34 AM · script errorsyntax

GetComponent() ?? Add() throws an error; GetComponent() == null ? Add : Get does not?

This is a bit odd and may end up being a "duh" moment, but for some reason this doesn't work:

 someComponent = gameObject.GetComponent<SomeType>() ?? gameObject.AddComponent<SomeType>();

It gives me an error saying There is no "SomeType" attached to "MyObject".

However, if I use this:

 someComponent = gameObject.GetComponent<SomeType>() == null ? gameObject.AddComponent<SomeType>() : gameObject.GetComponent<SomeType>();

That works just fine.

I thought the A ?? B operator meant "if A is not null, use it, otherwise use B".

I'm not sure what I'm missing, but I don't get why A == null ? B : A works but A ?? B does not.

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Answer by Hellium · May 02, 2018 at 07:58 AM

Unity handles the null comparison in a custom way

In fact, the references to the Unity Objects are not real nulls, but fake nulls


1) When a MonoBehaviour has fields, in the editor only, we do not set those fields to “real null”, but to a “fake null” object. Our custom == operator is able to check if something is one of these fake null objects, and behaves accordingly.


Unfortunately, this custom overload has downsides, like the one you are facing.

It behaves inconsistently with the ?? operator, which also does a null check, but that one does a pure c# null check, and cannot be bypassed to call our custom null check.

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avatar image Bunny83 · May 02, 2018 at 08:46 AM 1
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$$anonymous$$eep in $$anonymous$$d that UnityEngine.Object references "can" be null, however serialized references in the editor are always initialized with a fake null object to print a custom error message. At runtime a true null reference will be null. Though even at runtime there are fake null objects. If you hold a reference to an object that got destroyed it becomes a fake null object.

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